The Mysteries of Raziel
Posted on October 19th, 2014
I am still working on Raziel. It’s just that over the last month or so, my life has been quite something. First, there was meeting my long-distance boyfriend in person for the first time — and the mad scramble in the days prior to make my apartment properly presentable. (He was with me for a week and yes, it was quite lovely. He also introduced me to Doctor Who, which explains my Twitter lately.) When he left, I missed him terribly. I also had to look for a new job, which I somehow got fairly quickly. I started work last week. So basically, lots of stuff going on. Good stuff mostly, but certainly stuff that takes time and adjustment.
But back to Raziel.
The thing with Raziel is that unlike every single other game I’ve made before, there isn’t just one story. It’s a bunch of little stories combining into a whole. So instead of figuring out how to tell one story, I have to build a bunch of them and tie them all together in a way that best represents the whole. And I have to plan locations, themes, visuals, etc. to do all that instead of just words and a few pictures.
And until I have all that stuff planned out with some degree of certainty, it’s going to be rather difficult to set up much else.
I know deep down I’m up to it; I’m going to make it work. But when there’s so much you can do, it can be a bit overwhelming to figure out what you should do.